I'm not sure I have a good way to segway into this but big changes are coming. So big that I broke convention and didn't just name this "Insert name of month News Update". In fact, I don’t know that they could get much bigger.
To start with what has already been talked about prior. Thanks for the feedback recently on the map stuff. For those not in the know, I feel that the map is a bit too large for its own good. While I don’t (and don’t plan to) get rid of zones I do think some of them could use some trimming down and rearrangement. The currently plan is a widespread map recreation. Not everything will be touched and the general locations will likely remain the same but I think much of the map was created without much thought and before many ideas were implemented. Most of what I want to focus on is making it easier to navigate as well as adding more density to the world and the things you have in it. Less open space, more visual storytelling, and details to absorb as you move through the world. Also, more interactivity and integration of gameplay.
So that’s all the stuff that has already been talked about before so what’s all this goodbye to Verdant Village stuff? Well, it’s more of a see you later I suppose. Anyone who has played the game, browsed the discussions, discord, or reported a bug may have heard me mention this. Verdant Village is currently made via an engine called Construct 3, originally Construct 2 before it got ported up. Supposedly the port up didn’t cause issues, but sometimes I honestly wonder. Fair warning the next several paragraphs are reasoning for the changes. If you don’t want to read several paragraphs of that I decided to put in a TLDR though.
The point being, and Construct devs if you are somehow reading this, I’m sorry, I don’t think the engine works for PC. I’ll try to summarize because I don’t think most people care about the nitty gritty details of programming engines. Coding in the engine I think works fine, the issues stem almost fully from the export. Basically, Construct exports function through HTML, IE, a web browser. Since web code is generally understood by most machines this gives it a lot of versatility. That was their plan at least, I don’t think its going too well however. Mainly because all consoles (Switch, Xbox, Playstation) all dropped HTML support last generation, meaning no game made in Construct will work on them. This limits where you can release to PC and phone.
This is not terrible, or it wouldn’t be if it didn’t have its own issues. I can’t speak for phones as I’ve never tried them. I get the impression the engine has refocused onto the mobile market in recent years however. This leaves us with PC. To put things simply, in order to get a normal exe file that runs like a normal application on your desktop Construct takes that HTML export and wraps it with a shell program called NWjs. This gives the application the impression of being a normal application instead of something that opens in a browser window.
On the surface this likely doesn’t sound too terrible. It looks the same as a normal app so what’s the issue? Therein lies the rub. As an aside it is annoying to not be able to port to console and that feels like a waste, especially the case of the switch. I mean we are far from that reality, but having the option is appealing for obvious reasons. More relevant to the current situation are a variety of issues. During various releases on Steam I’ve had reports of the game not closing out entirely in Steam, hard crashes where the app closes itself, white screens (basically another hard crash), failure to integrate with Steam, black screen on launch, failure to start in any way whatsoever, and more. All this on top of the export process being a nightmare and having no way to really get these issues fixed culminates in a really bad user experience for some players.
I admittedly don’t know how widespread these issues are. Its easy for me as the dev to only see the issues that crop up as that is what gets reported. However, I find that, much like anyone programming something, I don’t want these things to happen ever. And I know if I bought a game and it just crashed on boot I would, understandably, be upset.
TLDR: Game is made in Construct 3. Construct 3 has many issues in my opinion that cause weird bugs and other issues.
So that’s the biggest part of the reasoning. The only other thing is that I’ve been developing this game for several years now. While I really don’t look forward to remaking it, I think it might be for the best. Something I believe I’ve mentioned before publicly is that I did not plan this game out as I should have. As I joked with my friend recently I remember writing up about a 13 page word document that was terribly vague and chalking the design up to “how hard can it be to make a farming game”.
I did plan out more as the game grew but it was always a bit more piecemeal with no firm document on what was supposed to happen or go into the game. For anyone who hasn’t programmed a game before, that’s a big no no. You don’t want to do this because a game is complicated. Even if it is properly planned out it is complicated. Not knowing everything you can before you start tends to cause your code to be a mess.
This is related because a few bugs that have been reported I’m finding nearly impossible to find. Likely the only way to truly get rid of them would be to rip out the system and start fresh, which would in turn cause more problems. So while I’m not super excited, I think this is honestly a fairly reasonable alternative for two reasons.
The first is that I can clean up code. I have several more years of experience and have learned quite a bit in my time making this game, usually the hard way. If I start fresh, I can likely make everything better in just about every sense of the word. The second thing, and likely the more important one, is that I can do what I failed to the first time, plan. I have a good sense of what I want this game to be at this point. Much of it is already in place but I can go back and ensure that I have the details sorted, and develop everything in a more cohesive manner that should enhance the game in general. Similar to the map rework this is less of a “time to make the whole thing again” and more “time to polish and make this the best it can be”.
As for engines I’ve been fiddling with a few in recent weeks. I narrowed it down between Unity and Game Maker as choices eventually. It took a while but I’ve landed on Game Maker as I think I like the IDE more and I feel it caters a bit better towards 2D games where Unity is more all purpose. For any who are wondering Game Maker also has a track record of games that have come to Steam and other platforms, Undertale, Hyperlight Drifter, Shovel Knight and Hotline Miami to name a few popular ones. I mention this only to say that unlike Construct I don’t expect to have export issues that cause the game to just crash or not work on random computers.
So, what does all this mean for you. Well, a lot, and also not much to be honest. As you are probably expecting the current game will stagnate for a bit. Attached with this update is a small patch that will hopefully address a few more issues that were brought up just to try and bring what’s there to a more stable state. After this however I plan to let it sit.
I will start the process of redeveloping the game as a sort of 2.0 version in Game Maker. I don’t know exactly when I’ll start uploading the new version. I’ll probably wait until its at least comparable to what it is now before doing so. To answer a question that might be on your mind, no, you will not have to repurchase the game. Once the new version is ready, I’ll just overwrite what is currently on Steam and you’ll have the new version.
I apologize for all of this however. If you asked me about 4 months ago if I thought I’d go in this direction I would have thought you were crazy. It’s a conclusion that took me some time to come to but has been in my idle thoughts for at least a year now. For a long time I believed I could just push through the issues and fix them but I eventually realized it just wasn’t meant to be. I feel sort of cliché saying this but I want this game to be the best I can make it. Its 100% a passion project and I want to do it justice. This seems to be a painful, but necessary step to accomplish that.
I do plan to continue posting updates on progress each month so I won’t just go completely silent but to be honest I don’t have a good idea of how long this will take. Once I get stuck in I’ll probably get a better idea. I can essentially cheat off of the current version of the game so it shouldn’t be nearly as intensive as making everything originally. Not to mention I wasted a ton of time in original development just learning and making systems that wouldn’t come to fruition. With a proper plan in place none of that should be much of a problem.
This is however where you all come in, if anyone is still reading this lol, I’m sorry its so long. As I think I’ve said in the past I don’t expect much in the form of feedback, but the game is early access and I believe hearing the opinions of players is important to the creation process. While I can’t promise anything, starting in a new engine does have many benefits. Most specifically, almost anything can be changed. So, if you have something you really want to see, or something you hate about the current game I’d love to hear it as I can take all that into account when creating the new one. I already have a laundry list of modifications I want to add to make the overall experience smoother. From little things like making the cooking interface easier to read at a glance to big things like remaking the map and maybe sprucing up farming to have a bit more substance.
Basically, everything is on the table at this point so feel free to let me know. I am going to say this one thing however, because I’m sure it would come up. Multiplayer. Multiplayer is something I’ve seen people request. While I think it would be cool, I have done some contemplating on the subject. As with planning I’m trying to look ahead for potential roadblocks. Multiplayer would be cool but I think that the game is already really big, putting it in a new engine will surely have its own complications. Trying to implement multiplayer on top of that would likely result in huge issues. While I wish I could do it, I think I have to make the decision to forgo it.
Anyway, thanks for reading, being patient, and generally awesome. I know this game isn’t some massive internet hit but it makes me happy to have any player base that enjoys something (flaws and all) that I’ve made. I hope that this signals the start of something even better that you all will get to enjoy.
And as usual, below is a list of the changes for the new patch, they are fairly minimal as it feels like a waste to really go hard when the game isn’t going to be developed in this engine anymore.
Verdant Village V0.4.8.5.2 Full Changelog
Bug Fixes
Made some slight changes to pastures that should hopefully stabilize them
All crops will once again patch (although this doesn’t matter too much given that this is the last patch)
Fixed an achievement to get 10 rabbit’s feet
Fixed an achievement to tap a certain number of trees
Fixed an achievement to gain a certain number of honeycomb
Fixed Full Time Forager achievement
Fixed achievement for getting 9k heat (if you are already over 9k just add more heat and it should give you the achievement)
1. Add the Five Elements of Linggan related life case, no longer have to repeat SL (do not choose the extra green life case of Linggan, it may conflict)
2. Added a progress bar for the duration of the Hijackdan
3. Fixed some issues where experience and the spirit root sometimes don't match in the game
4. Optimize the problem of lag in closed meditation, and change it to Reincarnation for thousands of years (with caution).
5. Fixed incorrect exit and re-entry position in the secret realm
6. Now Zongmen are free of restrictions and can fly with swords. Other NPCS can also come and go
7. Optimized the increasing memory problems in SL
8. Fixed the issue of not being able to enter the new gate due to premature joining of the gate
9. Newly hatched spirit monsters are now in direct combat by default
10. Lower the barriers to gift-giving
11. Fixed the initial damage of sword light differentiation being incorrect
12. Reduced the number of talisman dropped by NPCS while NPC drops were also reduced
13. Being asked for items by NPCS now reduces favorability
14. Low power NPC enemies will now run away
15. Fixed the problem of double repair getting stuck
16. Fixed the problem of new users not being able to enter
17. Optimized the problem that the probability of small ratio and large ratio will be stuck
Fixed bug where the Butcher boss’s ability was overriding the revive effect of puppies and kitties, allowing them to transform into Butcher copies while they still had lives remaining. (Thanks Reiga)
Fixed bug that protected puppies and kitties from being transformed into Withereds when they are defeated with 0 zero lives remaining.
Fixed bug where the Hellhound puppy (after having been defeated and revived in battle) was not being removed from the board when its card is returned to the deck from resting at camp. This could result in behavior where it was possible to have more than 20 cards in deck after using the tortoise to edit the deck (which then returned the puppy and a new copy of its card) into the deck beyond the 20 card limit. (Thanks Reiga)
Improved clarity of the Roar surprise triggering by showing the attack of the unit who triggered it as a whiff after the roar animation plays out. (Thanks Reiga)
Roar now triggers even if the unit using it is Frozen, since triggering the surprise technically counts as a cast.
Spoil the Surprise now properly counters Cover of Shadows and Celestial Barrier.
Fixed bug where Dispel Magic could remove your own unit’s buffs depending on where it was targeted.
Added additional logs to the AI board sync error we’ve seen reported so we can figure out how to fix it.
Fixed bug where AI throws exception for simulating a redirect action on a surprise triggered from the Guardian Angel spell. (Thanks Segurot)
Fixed bug where Spirit Recall granted a returning Summoner 10 life instead of the 5 listed on the card. (Thanks Reiga)
Fixed bug where the player would see the "Choose a Card" prompt whenever an AI spell (such as Warp Time) resulted in the AI needing to choose a card. Instead of the AI acquiring the card they were supposed to get, the player would take it instead.
Improved controls that made it difficult to deselect frozen/immobile unit when clicking them again. Whenever a selected unit has no targets, it will automatically deselect that unit after the warning. Additionally, any unit can be deselected by clicking on it a second time.
Fixed the URL for the Official Guide button
Fixed bug where temporary cards fetched by the Hellhound puppy were counting towards your max deck size of 20 cards and preventing you from drawing new cards with abilities like Arcane Insight. (Thanks Karra_Chr)
Removed the secret max hand size limit of (5) cards that would prevent spells that drew cards from adding them to your hand. Your hand can now be as large as you want (up to max deck size of 20 cards). The only time cards should draw to discard is if adding them to your hand would exceed your max deck size of 20 cards.
Fixed bug where the Fairy Wishgiver encounter didn’t zoom the camera back out after wishing for a new card. (Thanks Karra_Chr and Reiga)
Skater XL - The Ultimate Skateboarding Game - jeff.goforth
Updated with fresh obstacles and artwork to recreate the skatepark's ever evolving look, the 2023 Skatepark Of Tampa Pro Course is available now in the Mod Browser on all platforms. Featuring walls covered with the original work of skate artist Matt McDole, and numerous updated park features mirroring what the pros will be skating, the 2023 course is faithful rendition of the iconic destination.
Held annually since 1995, Tampa Pro has grown to become one of the most significant events in the skateboarding world. Over the years, it has attracted some of the most iconic skaters in history, including Tony Hawk, Eric Koston, Nyjah Huston, and many others.
With over 25 years of history, the park has been a gathering place for skaters, hosting countless events, contests, and demos. The Skatepark of Tampa has contributed to the growth and development of skateboarding as a global phenomenon, making the Skatepark of Tampa for Skater XL not just a chance to experience a legendary skatepark but also a piece of skateboarding history.
Greetings Commanders. The update for Feb. 28th, 2023 is complete. If the update hasn't been applied, please restart the game to apply the update.
1. Surprise Mission #4 is live!
Surprise Missions will be running every week during the Valentine's Day Event! Clear the missions and get your rewards! ※ Check in-game for more details on the starting time.
2. Limited-Time Costume Repeat Package is now available!
The perfect chance to get a previous limited-time costume! Don't miss out on the "Bunny Girl Emily Package" which includes Emily's limited-time costume "Bunny Girl Emily" and more!
※ Available until Mar. 14th, 2023 01:59 (UTC)
3. Limited Costume Returns #1
Four limited costumes of the 'Spring Heralds' series are back!
※ Returning costumes: Yamazakura (Sakura), Kanzakura (Yukikaze), Yaezakura (Rinko), Yuezakura (Murasaki) ※ Available until Mar. 14th, 2023 01:59 (UTC)
4. Compensation for Server Error
We sincerely apologize for the inconvenience caused by the server error that occurred for approximately 80 minutes on Feb. 26th, 2023, from 15:00 (UTC) which affected game usage. As a result, we will provide compensation to all commanders as follows, so please check your mailbox.
※ Compensation details: 50 Gems ※ Compensation delivery time: Feb. 28th, 2023, 02:00 (UTC) ※ Compensation reception deadline: within 15 days from the date of distribution
※ 등록된 이미지를 클릭하시면 더욱 선명하게 이미지를 확인하실 수 있습니다. 크기 제한으로 인하여 번거로움을 드리는 부분 많은 양해 부탁드립니다. ※ 부스팅 접속 보상 아이템은 해당 일자의 00:00 ~ 23:59까지 수령 가능합니다. ※ 경험치 부스팅 혜택에는 퀘스트 클리어 / 몬스터 처치 / 메이즈 클리어 경험치가 모두 포함됩니다. ※ 모든 접속 보상은 H.E.M.S 계정 우편함으로 지급됩니다. ※ 우편을 받지 못하신 경우 / 초기화 시간 전에 접속한 워커님들은 새로고침하여 우편을 확인해주세요. ※ 우편 메시지는 최대 50개까지만 표시되며, 노출되는 최대 수량인 50개의 메시지를 초과할 경우 기존에 보유한 메시지를 삭제하여 주시면 새로운 메시지 확인이 가능합니다.
We finally implemented controller support and fixed small bugs that you probably won't notice.
We had some problems implementing control support in which we had to modify several lines of code and fix many bugs coming from these modifications, because of that it ended up taking much longer than we expected.
We feel very sorry for the players we kept waiting to play on controller.
Apologies for the long delay and thanks for playing the game!